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Background
In April 1997, after receiving an initial round of private
funding, CogniToy was officially launched. With the help
of many talented people, we began shipping our first, highly
acclaimed product, MindRover:The
Europa Project, in November of 1999. Initially we sold
MindRover from our own web site, later expanding to other
online retailers. We eventually signed on with a distributor,
entering into traditional retail stores for the year 2000
holiday season. We are currently exploring several exciting
avenues for future game and/or toy development.
We have created add-on packs and modifications to the original
MindRover engine, even using it for a classroom virtual
robot simulator on a contract with the Department of Defense.
We also created an add-on pack that brings the virtual robots
into the physical world by simulating and then downloading
code into a variety of small microprocessor devices such
as the LEGO(tm) RCX intelligent brick.
Other revenues include wide-ranging contract work for a
number of clients, from user interface evaluation and design,
to business software architecture, to cell phone technology
infrastructure as well as entertainment content, to web-based
graphical presentations and games.
Skills
CogniToy's team comprises highly talented and motivated
individuals, who leave egos at the door and work together
to get the job done. The rich blend of fresh, new talent
and seasoned professionals, of engineers and artists, provides
an incubator for imaginative and creative, yet practical
and workable solutions. Our employees have a broad range
of backgrounds and experience, making for an agile team
that can hit the ground running, easily adapting to a variety
of projects and tools.
Our most recent activities are described below, and demonstrate
the breadth and depth of our capabilities.
Game Development:
Our first PC-based game, MindRover,
received exceptionally high praise
for its uniqueness and open-ended game play. Hugely original,
astonishingly innovative, refreshing, creative, intriguing,
ingenious, highly addictive, compelling, intelligent,
and educational are some of the ways it has been described.
Associated Press writer Larry Blasko heralds MindRover
as a "prince among games," that "looks and plays as if
it were made by one of the software giants." Others have
declared the design "conceivably one of the best pieces
of interface work I've seen this year," as well as "so
comprehensive and accessible to all that it cannot be
described as anything short of brilliant."
Behind the game design is a sophisticated, portable,
extensible, and highly object-oriented software architecture.
The game framework and engine, including the simulation
physics and OpenGL-based 3D graphics, were written in
C++, making extensive use of the STL. The actual game
content was programmed with our own ICE language, which
is something like an object-oriented Visual Basic. This
separation enables us to easily develop additional game
scenarios and components that can be downloaded by our
customers and added on to the game, without re-releasing
the framework and engine.
We have been able to reuse various pieces of this technology
in other games and projects we have worked on including
cell phone games and supporting server technology.
In the spring of 2002 we expect to release 'Poker Snax'.
As cards fall from the top of the screen, the player sorts
them into poker hands gaining points for better hands
and advancing through levels. There are a number of bonus
cards, wild cards, folds, etc to keep players coming back
for more. This game will be released on the PC first but
it was designed for easy portability to other platforms.
Embedded Systems:
In MindRover, players program robotic vehicles using
the game's visual wiring system, which automatically generates
ICE code that is then compiled and run in a virtual machine
(VM). The code generator, however, can be retargeted to
generate code for other platforms, such as microprocessors
that control physical toys. In our in-house experiments,
we've used MindRover to simulate actual hardware devices,
such as vehicles that have sensors and motors controlled
by microprocessors (e.g. the Lego
RCX, the Cricket,
and the OOPic). We've
then downloaded the code into the vehicles, and watched
them navigate around a track, for instance, just as they
did in the on-screen simulation. We formally released
the LEGO RCX simulation pack at our website in early 2001.
Java applet development:
We've developed a number of Java applets for CogniToy
and for other clients. Mini-MindRover
is a 2D, web-based Java game intended to give players
a taste of what MindRover is all about. In addition, we
developed web-based Java versions of Yahtzee
and Dropzee
(a falling dice game based on Yahtzee-style scoring rules)
under contract for Hasbro. In the process, we've developed
our own set of reusable Java game components upon which
to base future Java game development.
Web development:
We've designed and developed our own web site, as well
as consulted on the design and development of others.
In addition, we've developed web-based content, such as
Flash presentations, under contract for other companies.
User Interface Design:
In addition to the highly acclaimed user interface design
of our own products, we've consulted on user interface
design for other clients. Some of our work has included
testing existing user interfaces and making recommendations
for improvement and change, as well as proposing entirely
new ideas for user interface and content presentation.
System Architecture:
Aside from developing our own game-based software systems
and architecture, we've also provided high-level architecture
consulting to other firms. For example, we guided one
client in converting an API-based SDK to a new, XML-based
architecture, providing an architecture white paper and
participating in the implementation as well.
Services
CogniToy provides a broad range of consulting and contract
services. We pride ourselves on our ability to work closely
with our clients to achieve a combination of quality and
speed that appropriately meets the needs of the project.
We communicate often and clearly, using whatever means the
client finds most appropriate, from on-site meetings to
instant messages.
Here is a sampling of what we can do for you:
- Game development for PCs, consoles, or online sites
- Software architecture, design, and specification
- User interface evaluation and design
- Contract programming
- Embedded systems development
- Language development parsers, converters, preprocessors
- XML conversions
- Web page design
- Web-based content
- Graphical art
| Tool Set Summary |
| Programming Languages and Tools: |
C++, Java, Visual Basic, various assemblers,
C, Smalltalk, VBScript, JavaScript, Perl, Python, Lex,
YACC |
| Platforms: |
MS Windows (98, NT4, 2000), Linux/UNIX,
DOS, small and embedded systems |
| APIs: |
OpenGL, DirectX, STL, Win32, DOS, Java,
Unix/Linux, MFC, ActiveX, COM, OLE2 |
| Web-related Languages and Tools: |
HTML, XML, Flash, Dreamweaver, CGI, Lotus
Notes |
| Graphical Art Tools: |
Lightwave, TrueSpace, Adobe Photoshop,
many others |
| Documentation Tools: |
MS Word, FrameMaker, Adobe Acrobat |
Clients
Our clients have included:
- Hasbro:
Developed a pair of online Java games for the online site
Games.com. The games were completed but were not posted
before Games.com was sold and shut down.
The producer said that in his opinion, CogniToys
games would have been the best games on the site.
- Quickdot: Performed a usability study and evaluation
of their product; created a preliminary design for a new
product idea along with sample interfaces and art, packaged
in presentation form; built a Flash animation to introduce
new users to the product.
- ERoom:
Wrote a white paper on the design of a new XML-based architecture
for their third-party SDK. Worked with their development
team to define the SDK design, and created the first-pass
schema for the various data structures in the API.
- Call
It Entertainment: Created 2 full featured games and
4 demo games using WAP and SMS technology for cell phones.
We also designed and implemented the server-based player
tracking system for loging, high scores, and game usage
statistics.
- Accenture/US Department of Defense: Created custom MindRover
scenarios and vehicles for a robotic simulation in a training
class.
Contact
Kim Quirk, CEO
236 Central St., Acton, MA 01720
978-264-3945
Fax: 978-264-3946
kim_quirk@(no_spam)cognitoy.com
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